SBSPSS/source/fx/fxfallingtile.cpp

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/********************/
/*** Falling Tile ***/
/********************/
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#include "system\global.h"
#include <DStructs.h>
#include "utils\utils.h"
#include "gfx\prim.h"
#include "gfx\sprbank.h"
#include <sprites.h>
#include "level\level.h"
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#include "FX\FXfallingTile.h"
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/*****************************************************************************/
int TT=1;
int FallingTile_DefVY=-2;
int FallingTile_DefLife=32;
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/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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void CFXFallingTile::init(DVECTOR const &_Pos)
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{
CFX::init();
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sLevelHdr *LevelHdr=CLevel::getLevelHdr();
TileBank3d=LevelHdr->TileBank3d;
TriList=LevelHdr->TriList;
QuadList=LevelHdr->QuadList;
VtxList=LevelHdr->VtxList;
Pos=_Pos;
Velocity.vx=getRndRange(7)-4;
Velocity.vy=FallingTile_DefVY;
Life=FallingTile_DefLife;
Tile=TT++;
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}
/*****************************************************************************/
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void CFXFallingTile::shutdown()
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{
CFX::shutdown();
}
/*****************************************************************************/
/*** Think *******************************************************************/
/*****************************************************************************/
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void CFXFallingTile::think(int _frames)
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{
CFX::think(_frames);
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Pos.vx+=Velocity.vx;
Pos.vy+=Velocity.vy;
Velocity.vy++;
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Life--;
if (!Life) setToShutdown();
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}
/*****************************************************************************/
/*** Render ******************************************************************/
/*****************************************************************************/
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const int PXOfs=-16*16; // Must sort these out to be single global!
const int PYOfs=-8*16;
void CFXFallingTile::render()
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{
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CFX::render();
if (!canRender() && Life) return;
u8 *PrimPtr=GetPrimPtr();
POLY_FT3 *TPrimPtr=(POLY_FT3*)PrimPtr;
sVtx *P0,*P1,*P2;
u32 T0,T1,T2;
s32 ClipZ;
sOT *ThisOT;
MATRIX Mtx;
DVECTOR &RenderPos=getRenderPos();
VECTOR ThisRenderPos;
SetIdentNoTrans(&Mtx);
ThisRenderPos.vx=PXOfs+RenderPos.vx;
ThisRenderPos.vy=PYOfs+RenderPos.vy;
gte_SetRotMatrix(&Mtx);
CMX_SetTransMtxXY(&ThisRenderPos);
sTile3d *ThisTile=&TileBank3d[Tile];
int TriCount=ThisTile->TriCount;
sTri *TList=&TriList[ThisTile->TriStart];
while (TriCount--)
{
P0=&VtxList[TList->P0]; P1=&VtxList[TList->P1]; P2=&VtxList[TList->P2];
gte_ldv3(P0,P1,P2);
setlen(TPrimPtr, GPU_PolyFT3Tag);
TPrimPtr->code=TList->PolyCode;
setRGB0(TPrimPtr,128,128,128);
gte_rtpt_b();
T0=*(u32*)&TList->uv0; // Get UV0 & TPage
T1=*(u32*)&TList->uv1; // Get UV1 & Clut
T2=*(u16*)&TList->uv2; // Get UV2
*(u32*)&TPrimPtr->u0=T0; // Set UV0
*(u32*)&TPrimPtr->u1=T1; // Set UV1
*(u16*)&TPrimPtr->u2=T2; // Set UV2
ThisOT=OtPtr;
TList++;
gte_nclip_b();
gte_stsxy3_ft3(TPrimPtr);
gte_stopz(&ClipZ);
if (ClipZ<=0)
{
addPrim(ThisOT,TPrimPtr);
TPrimPtr++;
}
}
SetPrimPtr((u8*)TPrimPtr);
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}